A Prototype for an Athlete Recovery App
| dc.contributor.advisor | Spors, Velvet, juhendaja | |
| dc.contributor.author | Solom, Roberta | |
| dc.contributor.other | Tartu Ülikool. Loodus- ja täppisteaduste valdkond | et |
| dc.contributor.other | Tartu Ülikool. Arvutiteaduse instituut | et |
| dc.date.accessioned | 2025-10-28T08:35:39Z | |
| dc.date.available | 2025-10-28T08:35:39Z | |
| dc.date.issued | 2025 | |
| dc.description.abstract | The purpose of this thesis was to create a prototype for an athlete recovery app. Recovery is an essential part of exercise, as it allows athletes to perform at high levels and prevent injuries. It is often overlooked because of a lack of consistency and motivation. The thesis gives an overview of recovery in sports, its purpose, and the different types of it. The prototype design is based on theoretical frameworks like User-Centered Design and Behavioral Design. A competitor analysis was conducted to evaluate existing solutions and identify areas that can be done better. In addition, a survey and interviews were carried out among athletes to better understand their needs and preferences for app functionality. The thesis leans on primary components of Human-Computer Interaction (HCI), such as creating user personas, mapping user journeys, designing wireframes, and conducting user tests. These steps contributed to the creation of the final prototype. | |
| dc.description.abstract | Bakalaureusetöö eesmärk oli luua sportlase taastumisäpi prototüüp. Taastumine on treeningu oluline osa, kuna see aitab sportlasel teha maksimaalseid sooritusi ja vältida vigastusi. Sageli jäetakse taastumine tagaplaanile järjekindluse ja motivatsiooni puudumise tõttu. Töö annab ülevaate spordis taastumise olemusest, selle eesmärgist ja erinevatest liikidest. Prototüübi disain tugineb teoreetilistel raamistikkudel nagu kasutajakeskne disain ja käitumuslik disain. Töö raames viidi läbi konkurentsianalüüs, et hinnata olemasolevaid lahendusi ja tuvastada valdkondi, mida saaks paremaks muuta. Lisaks viidi sportlaste seas läbi küsitlus ja intervjuud, et paremini mõista nende soove ja eelistusi äpi funktsionaalsuse osas. Lõputöö tugineb inimese ja arvuti interaktsiooni põhikomponentidele, nagu persoonade loomine, kasutajateekondade kaardistamine, wireframe’ide disainimine ja kasutajatestide läbiviimine. Need sammud aitasid kaasa lõpliku prototüübi loomisele. | |
| dc.identifier.uri | https://hdl.handle.net/10062/117141 | |
| dc.language.iso | et | |
| dc.publisher | Tartu Ülikool | et |
| dc.rights.uri | https://creativecommons.org/licenses/by-nc-nd/4.0/ | |
| dc.subject | Human-Computer Interaction | |
| dc.subject | Behavioral Design | |
| dc.subject | User-Centered Design | |
| dc.subject | prototyping | |
| dc.subject | sports recovery | |
| dc.subject.other | bakalaureusetööd | et |
| dc.subject.other | informaatika | et |
| dc.subject.other | infotehnoloogia | et |
| dc.subject.other | informatics | en |
| dc.subject.other | infotechnology | en |
| dc.title | A Prototype for an Athlete Recovery App | |
| dc.title.alternative | Sportlase taastumisäpi prototüüp | |
| dc.type | Thesis |
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